using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /Fortnite.com/Characters } using { /UnrealEngine.com/Temporary/Diagnostics } # This is our "Blueprint" for the Revenge Trap. # The tag means this device can be placed in the world. revenge_trap_device := class(creative_device): # --- EDITABLE ATTRIBUTES --- # These are the variables that will show up in the editor panel. # The @editable tag is the magic sauce. @editable DamageAmount : float = 50.0 # Default damage, like a standard shotgun blast @editable TriggerDelay : float = 1.5 # Seconds before the trap goes off @editable TrapSound : string = "Explosion" # The sound effect to play # --- GAME LOGIC --- # This runs when the game starts. OnBegin(): void = # We grab the player who triggered the trap (we'll assume a trigger zone for simplicity) # In a real scenario, you'd bind this to a specific trigger event. # For this demo, we just log the settings to prove they are readable. # This line prints to the debug console what the current settings are. # You can change the values in the editor, push, and see this print change! Print("Trap Settings Loaded: Damage = {DamageAmount}, Delay = {TriggerDelay}") # This is a simple function to deal damage. # It's not editable, because it's logic, not a setting. DealDamage(target_player: player): void = if (FortChar := target_player.GetFortCharacter[]): FortChar.Damage(DamageAmount)